We are now opening this testing phase to content creators, streamers, and players passionate about innovation.
🎮 Want to join the tests and get early access on Steam? Fill out the form below and join the AI Evolution Tester Program: 👉 https://docs.google.com/forms/d/e/1FAIpQLSf3pXQLWPd1OoM3lhbov3xAyF5_Ag6MsZnsf1cvZYoo-dit4w/viewform?usp=dialog
	机制
去除了对手死亡时的存档扳机(严重的暂时无法解决的错误)
修复错误
修复了疯人院代表初始攻击错误的错误
修复了七对复计两般高的错误
修复了30002 绘图麻将牌谱效果与描述不符的错误
修复了麻将副数显示错误的错误
修复了BOSS战结束后回血错误的错误
文本
统一"左侧一位万念牌","本牌左侧的万念牌"为"左侧的万念牌"
显示
万念牌UI优化(尺寸增加)
调整
"海底2海底3" 望月石
每失去1血液,设置1攻击,如果你有“月”,失去30血液上限
每失去2血液,设置1攻击,如果你有“月”,失去70血液上限
"海底2海底3" 旧油灯
失去30血液上限,使你失去1血液上限
失去70血液上限,使你失去10血液上限
20001 未来既定揭示
牌局中,可以观看牌山组。切牌(3):抽取(1)血液。献祭(3):提供(1000)点棒。
牌局中,可以观看牌山组。切牌(3):抽取(1)血液。献祭(3):提供(2000)点棒。
20002 时间既定加速
牌局结束时,使本牌左侧万念牌【牌局结束时:】,使血液上限减少(2)。切牌(3):提供(1)血液。
和牌:使左侧的万念牌【和牌:】(然后改为【牌局结束时:】!)
和牌:使左侧的万念牌【牌局结束时:】(然后改为【移除:】!)
和牌:使左侧的万念牌【移除:】(然后改为【和牌:】!)
牌局结束时,每缺失(1)血液,失去(1)血液上限。
30012 万万万万万万
和牌:提供(3)番。如果有(24)万石,提供【万念:万万万万万万】。
和牌:提供(3)番。如果有(36)万石,提供【万念:万万万万万万】。
30015 攀登水下的山
获得,牌局结束时:提供(14)血液。
获得,牌局结束时:提供(13)血液,提供(1)血液上限。
30019 十一号献血证
和牌:每存储(11)血液,提供(13)番,失去存储的血液。
和牌:每缺失(11)血液,提供(2)番。
30020 十二号献血证
白 -> 蓝
和牌:每存储(12)血液,提供(13)血液,失去存储的血液。
和牌:每缺失(11)血液,提供(2)血液。
30021 十三号献血证
和牌:抽取(6)血液,为两侧的万念牌存储(13)血液。
和牌:每缺失(13)血液,提供(200)点棒。
30022 移动式补血站
和牌:使左侧的万念牌存储的血液移动至右侧的万念牌,为和牌组的(2)张牌提供【牌纹:血袋】。
和牌:为和牌组的(1)张牌提供【牌纹:血袋】,本牌及两侧的牌每存储(8)血液,重复(1)次。
30023 最美好的前途
和牌:为你的万念牌存储(2)血液,为和牌组的(2)张牌提供【牌纹:血袋】。
和牌:为你的万念牌抽取(1)血液,为和牌组的(3)张牌提供【牌纹:血袋】。
30030 无所依靠的雨
任意麻将牌落河时,使其入海。切牌(7):失去(7)血液。
和牌:使牌河组的牌入海。
30032 天堂禁入条例
和牌:提供(9)血液。献祭(1):提升(1)。
和牌:提供(13)血液。献祭(1):提升(1)。
30033 只有万念俱灰
移除:移除和牌组的(4)张牌。牌局结束时,提升(1)。
移除:移除和牌组的(4)张牌。献祭:提升(1)。
30037 伪造悬赏公告
牌局结束时,为牌山组伪造(13)张不同的幺九牌。
牌局结束时,为牌山组伪造(13)张不同的幺九牌。除龙(14):移除本牌。
30041 巨龙悬赏通告 【回退调整】
和牌:如果触发了【牌种:断幺九】,使提供的点棒提升(1000)。移除:提供(4000)点棒。
移除:移除和牌组的幺九牌,每移除(1)张,提供(100)点棒。
30053 自动处理程序
移除:移除和牌组的(9)张牌。
移除:移除和牌组的(10)张牌。
	
	
	
	Spawn of elite mobs in sector 3 now begins after 7 minutes, instead of 10.
The last player who entered the system is now used to count down the time of elite mobs. Thanks to this, you can now jump out for resupply and go back in without resetting the elite "timer".
The chance of getting a modularity drop now also depends on both the elite mob's strength and the mob's overall strength.
The panel with the offer to read the license agreement has been localized.
The language selection in the client login has been brought to the foreground.
Added the appropriate types of ammunition to the shops on planets where droids requiring ammunition were sold.
For better visual visibility, the ally attack blocker is now highlighted each time an attack fails.
Confirmation of training cancellation and agreement to micro-improvements of ships now have a 3-second "Yes" lock, due to players agreeing without reading.
The description for the "Espionage" quest has been updated.
Now it requires confirmation when quickly sending credits for the quest.
Targeted kills for the quests now show quest icon correctly when hovering over the target.
Locations with item uses in them now correctly shows the quest icon when you are hovering over them and they are needed for quests.
Pinning/unpinning quests now works correctly when the tracker is closed.
Removed visual errors that caused animations to get stuck at the tracker quests during their opening/closing.
Players are no longer highlighted with a quest icon if they have the same ship as the quest targets.
Items no longer receive information from the previously selected object.
Fixed a visual bug with the quest tracking block "freezing" when completing one of its actions.
Speed microupgrades are now immediately applied to the current ship speed.
	
	TL;DR: We like comic books!
One thing we've heard a lot about GrimKeep is "That reminds me of \[most commonly Darkest Dungeon]". If you're working in any visual arts field, you're probably used to this. Brains are pattern matching machines, and when presented with stimuli, it will spit out the closest or sometimes most recent match it has. Sometimes to hilariously off-the-mark comparisons!
The truth is that the end result is an amalgamation of many things. Let's break it down:
Once we had settled that it needed to be a 2.5D game, we intended to explore various styles, but one of the first tests was based on older fantasy comics like "Savage Sword of Conan" and others from that era. The brightest shining artist from that group, is John Buscema, although many greats have illustrated comics in that era and style.

Immediately after doing the first test drawings inspired by this style, we felt that it was 100% right for us, so we just stuck with it. Quick not about inspiration; we're not putting a lot of energy into copying exactly how these comic book greats drew. We know we're not the crème de la crème of that style. It's a starting point, and we're using some of their techniques, but we're our own artists, and we're using different tools and have different constraints. So apologies to Mr Buscema and his colleagues for the blasphemies we commit! :)

Something that took a bit longer to settle on was which colors and values (how light or dark it is). In the beginning there were a lot of reds in the drawings and the UI. But as we were fleshing out what kind of world the game takes place in, it wasn't quite right. We eventually settled on unhealthy greens, greys, and browns. The greens represent the eldritch, the lovecraft-esque monstrosities. The greys and browns represent the dystopian reality of a world without hope. Also, grey is a backdrop color, something that lets other more saturated colors draw the attention of the viewer. Browns are low saturation orange and red, which is complementary to green. You could almost say that it's basically a green game, and the rest is just supporting those greens.
We do allow ourselves to use any color we want for highlights, accents and color pops, but the general impression should be towards greens. Art direction is to a large degree self-imposed restrictions, and so far, we're pretty pleased with the ones we've picked.

There's also values. I guess it's pretty clear that GrimKeep is a dark game. Not just in setting and theme, but also in value. It's probably no surprise that we'd avoid brightness and strong colors in a dystopic setting like ours. But finding the right balance have taken some doing. It also forced David to implement Gamma settings very early in the project. We have had a few awkward presentations where a screenshot that looks great on a high quality screen in a shaded room, apparently becomes just a dark grey square on a projector in a lit room!
Finally, all these 2D assets are all put together in a 3D scene in Unity. Here we have some tools at our disposal that the comic book artists of the 70s and 80s didn't have. We (mostly Samuel to be fair) add lights, effects, and some post processing. These are very nice things to have, that adds life to what is essentially still images.
The UI has its own style, separate from the art. It took many iterations to settle on it. We tried to make it in the same drawn style. We tried several versions of highly rendered material-based elements. Nothing really clicked until in a fit of inspired frustration, Henrik did a quick test with very flat UI elements, focusing on the color, values, silhouette and dropshadows. 
Most of the effort goes into tweaking and testing the values of the individual elements, to make sure it is in its right place in the "attention hierarchy". UI needs to be clear, readable, and obvious most of the time, but aesthetically it should not overpower the art, the environments, the characters. 
Every screen is a delicate balance act of what draws the attention of the viewer, and in what order. 

Another major part of GrimKeep is the "items" that you equip on your journey. 
These are drawn similarly to how we draw the characters, but with a bigger focus on readability and them fitting neatly into the item slots. They could represent any object, which can present a challenge. In particular long and thin items like a sword or spear, would be at very small scale if you're trying to fit them into a small square. With these we take some liberties, and show the most significant part only. 
See this in action
If you're curious, on our various socials we regularly post timelapses of the artists drawing. 
Check them out on Youtube, Tiktok, Instagram or Bluesky.
	Hello c*ck trainers!
To make sure the bug gets fixed without needing to disable fullscreen optimization, you will have to reinstall the game, so Steam can update the installation's folder name.
Make sure you're running the latest update (1.0.140-full). Look for the game version in your in-game Settings menu.
Ps: Reinstalling the game shouldn't affect your save files.
If for some reason the issue still persists, check this thread for other possible solutions:
🚨 FAQ (Black screen, Save, etc) :: How to Train Your Cock General Discussions
Thank you for your time and have a great week!
Angelo
	We have fixed minor bugs in the demo version.
Please note that this update makes previous save data incompatible.
We apologize for the inconvenience and appreciate your understanding.
	What if Blade of Darkness had a spiritual successor? what if it was set in a period which only ever shows up in Paradox Map Games: 1520s Germany? Neither Cross Nor Crown comes out today!
	
	Peace be upon you travelers,
A few updates following demo release - thanks for playing and sharing feedback!
Added a new interactive scroll in the second level for you to discover
Fixed a bug where the quests journal gets stuck in place when opening and closing too fast
Enhanced audio quality for certain UI and SFX sounds
Adjusted SFX volumes that were too loud
Further performance improvements to crowd simulations in the second level
Heard your feedback about adding text to speech and exploring best options for its implementation.
Keep the feedback coming to help shape the game and be part of the journey!
Discord: https://discord.com/invite/59FszrBmkT
❤️~Solo Dev of Divine Intervention